From the course: Unreal Engine: Materials for Architectural Visualization
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How and when to use Unreal's Material Editor - Unreal Engine Tutorial
From the course: Unreal Engine: Materials for Architectural Visualization
How and when to use Unreal's Material Editor
- [Narrator] When it comes to being able to use our available tools wisely on a project one of the things that we will really need to know are the respective strengths and weaknesses of the ones that we have to hand including knowing when to and when not to use them. In the case of Unreal's native materials then, unless, in my honest opinion, you are stuck and have no other options available, or are creating in-engine effects in your level, then you are not likely to want to create materials from scratch inside Unreal alone. In other words, we would not want to try and use Unreal like we would, say, Substance Designer or 3DSMax's material editor. If this is a workflow that you would find useful, by all means feel free to use it. But, in my personal opinion, Unreal's material strength comes from adding flexibility via texture sample nodes that let us load in bitmaps as well as simple float and vectors that we can then expose. Now why do I say that? Well for the most part we are often…
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Contents
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How and when to use Unreal's Material Editor3m 25s
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Creating a new Material3m 10s
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Setting up the base colour4m 26s
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Adding the roughness3m 46s
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Blending the normal maps2m 48s
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Exposing parameters for reusability4m 52s
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Build flexibility into materials2m 38s
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